/*
* Copyright (c) 2012 Kyle Hayward
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/

//simple ambient shader

struct PointLight
{
	float4 Position;
	float4 Color;
};

cbuffer cbPerFrame	: register( b0 )
{
    matrix	View;
	matrix	Proj;
	matrix	ViewProj;
}

struct VS_Input
{
    float3 Position	: POSITION;
	float3 Normal	: NORMAL;
};

struct VS_Output
{
    float4 Pos		: SV_POSITION;
	float3 WPos		: TEXCOORD0;
	float3 Normal	: TEXCOORD1;
};

Texture2D		Map		: register( t0 );

SamplerState	Sampler	: register( s0 );

VS_Output VSMain( VS_Input Input )
{
    VS_Output Output;
    
    Output.Pos = mul( float4( Input.Position, 1 ), ViewProj );

	Output.WPos = Input.Position;
	Output.Normal = Input.Normal;
    
    return Output;
}

cbuffer cbPerObject : register( b0 )
{
    float4 Diffuse;
	float4 Emission;
}

cbuffer cbLights	: register( b1 )
{
	PointLight Light;
}

float4 PSMain( VS_Output Input ) : SV_TARGET
{
	float3 ambient = Diffuse.xyz * 0.0f;

	return float4( ambient + Emission.xyz, 1.0f );
}